﻿<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webvr - htc vive - paint</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
		<style>
			body {
				font-family: Monospace;
				background-color: #101010;
				color: #fff;
				margin: 0px;
				overflow: hidden;
			}
			a {
				color: #f00;
			}
		</style>
	</head>
	<body>

		<script src="../build/three.js"></script>

		<script src="js/controls/VRControls.js"></script>
		<script src="js/effects/VREffect.js"></script>
		<script src="js/vr/ViveController.js"></script>
		<script src="js/vr/PaintViveController.js"></script>
		<script src="js/vr/WebVR.js"></script>

		<script src="js/loaders/OBJLoader.js"></script>

		<script>

			if ( WEBVR.isAvailable() === false ) {

				document.body.appendChild( WEBVR.getMessage() );

			}

			//

			var container;
			var camera, scene, renderer;
			var effect, controls;
			var controller1, controller2;

			var line;
			var shapes = {};

			var up = new THREE.Vector3( 0, 1, 0 );
			var vector = new THREE.Vector3();

			var vector1 = new THREE.Vector3();
			var vector2 = new THREE.Vector3();
			var vector3 = new THREE.Vector3();
			var vector4 = new THREE.Vector3();

			var point4 = new THREE.Vector3();
			var point5 = new THREE.Vector3();

			init();
			initGeometry();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				var info = document.createElement( 'div' );
				info.style.position = 'absolute';
				info.style.top = '10px';
				info.style.width = '100%';
				info.style.textAlign = 'center';
				info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - htc vive - paint';
				container.appendChild( info );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x222222 );

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
				scene.add( camera );

				var geometry = new THREE.BoxGeometry( 0.5, 0.8, 0.5 );
				var material = new THREE.MeshStandardMaterial( {
					color: 0x444444,
					roughness: 1.0,
					metalness: 0.0
				} );
				var table = new THREE.Mesh( geometry, material );
				table.position.y = 0.35;
				table.position.z = 0.85;
				table.castShadow = true;
				table.receiveShadow = true;
				scene.add( table );

				/*
				var table = new THREE.Mesh( geometry, material );
				table.position.y = 0.35;
				table.position.z = -0.85;
				table.castShadow = true;
				table.receiveShadow = true;
				scene.add( table );
				*/

				var geometry = new THREE.PlaneGeometry( 4, 4 );
				var material = new THREE.MeshStandardMaterial( {
					color: 0x222222,
					roughness: 1.0,
					metalness: 0.0
				} );
				var floor = new THREE.Mesh( geometry, material );
				floor.rotation.x = - Math.PI / 2;
				floor.receiveShadow = true;
				scene.add( floor );

				scene.add( new THREE.GridHelper( 20, 40, 0x111111, 0x111111 ) );

				scene.add( new THREE.HemisphereLight( 0x888877, 0x777788 ) );

				var light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 0, 6, 0 );
				light.castShadow = true;
				light.shadow.camera.top = 2;
				light.shadow.camera.bottom = -2;
				light.shadow.camera.right = 2;
				light.shadow.camera.left = -2;
				light.shadow.mapSize.set( 4096, 4096 );
				scene.add( light );

				// scene.add( new THREE.DirectionalLightHelper( light ) );
				// scene.add( new THREE.CameraHelper( light.shadow.camera ) );

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.sortObjects = false;
				renderer.shadowMap.enabled = true;
				renderer.gammaInput = true;
				renderer.gammaOutput = true;
				container.appendChild( renderer.domElement );

				controls = new THREE.VRControls( camera );
				controls.standing = true;

				// controllers

				controller1 = new THREE.PaintViveController( 0 );
				controller1.standingMatrix = controls.getStandingMatrix();
				controller1.userData.points = [ new THREE.Vector3(), new THREE.Vector3() ];
				controller1.userData.matrices = [ new THREE.Matrix4(), new THREE.Matrix4() ];
				scene.add( controller1 );

				controller2 = new THREE.PaintViveController( 1 );
				controller2.standingMatrix = controls.getStandingMatrix();
				controller2.userData.points = [ new THREE.Vector3(), new THREE.Vector3() ];
				controller2.userData.matrices = [ new THREE.Matrix4(), new THREE.Matrix4() ];
				scene.add( controller2 );

				var loader = new THREE.OBJLoader();
				loader.setPath( 'models/obj/vive-controller/' );
				loader.load( 'vr_controller_vive_1_5.obj', function ( object ) {

					var loader = new THREE.TextureLoader();
					loader.setPath( 'models/obj/vive-controller/' );

					var controller = object.children[ 0 ];
					controller.material.map = loader.load( 'onepointfive_texture.png' );
					controller.material.specularMap = loader.load( 'onepointfive_spec.png' );
					controller.castShadow = true;
					controller.receiveShadow = true;

					// var pivot = new THREE.Group();
					// var pivot = new THREE.Mesh( new THREE.BoxGeometry( 0.01, 0.01, 0.01 ) );
					var pivot = new THREE.Mesh( new THREE.IcosahedronGeometry( 0.002, 2 ) );
					pivot.name = 'pivot';
					pivot.position.y = -0.016;
					pivot.position.z = -0.043;
					pivot.rotation.x = Math.PI / 5.5;
					controller.add( pivot );

					controller1.add( controller.clone() );

					pivot.material = pivot.material.clone();
					controller2.add( controller.clone() );

				} );

				effect = new THREE.VREffect( renderer );

				if ( WEBVR.isAvailable() === true ) {

					document.body.appendChild( WEBVR.getButton( effect ) );

				}

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function initGeometry() {

				var geometry = new THREE.BufferGeometry();

				var positions = new THREE.BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
				positions.dynamic = true;
				geometry.addAttribute( 'position', positions );

				var normals = new THREE.BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
				normals.dynamic = true;
				geometry.addAttribute( 'normal', normals );

				var colors = new THREE.BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
				colors.dynamic = true;
				geometry.addAttribute( 'color', colors );

				geometry.drawRange.count = 0;

				//

				/*
				var path = "textures/cube/SwedishRoyalCastle/";
				var format = '.jpg';
				var urls = [
					path + 'px' + format, path + 'nx' + format,
					path + 'py' + format, path + 'ny' + format,
					path + 'pz' + format, path + 'nz' + format
				];

				var reflectionCube = new THREE.CubeTextureLoader().load( urls );
				*/

				var material = new THREE.MeshStandardMaterial( {
					roughness: 0.9,
					metalness: 0.0,
					// envMap: reflectionCube,
					vertexColors: THREE.VertexColors,
					side: THREE.DoubleSide
				} );

				line = new THREE.Mesh( geometry, material );
				line.frustumCulled = false;
				line.castShadow = true;
				line.receiveShadow = true;
				scene.add( line );

				// Shapes

				var PI2 = Math.PI * 2;

				var sides = 10;
				var array = [];

				for ( var i = 0; i < sides; i ++ ) {

					var angle = ( i / sides ) * PI2;
					array.push( new THREE.Vector3( Math.sin( angle ) * 0.01, Math.cos( angle ) * 0.01, 0 ) );

				}

				shapes[ 'tube' ] = array;

			}

			function stroke( controller, point1, point2, matrix1, matrix2 ) {

				var color = controller.getColor();

				var shape = shapes[ 'tube' ];

				var geometry = line.geometry;
				var attributes = geometry.attributes;
				var count = geometry.drawRange.count;

				var positions = attributes.position.array;
				var normals = attributes.normal.array;
				var colors = attributes.color.array;

				for ( var j = 0, jl = shape.length; j < jl; j ++ ) {

					var vertex1 = shape[ j ];
					var vertex2 = shape[ ( j + 1 ) % jl ];

					// positions

					vector1.copy( vertex1 );
					vector1.applyMatrix4( matrix2 );
					vector1.add( point2 );

					vector2.copy( vertex2 );
					vector2.applyMatrix4( matrix2 );
					vector2.add( point2 );

					vector3.copy( vertex2 );
					vector3.applyMatrix4( matrix1 );
					vector3.add( point1 );

					vector4.copy( vertex1 );
					vector4.applyMatrix4( matrix1 );
					vector4.add( point1 );

					vector1.toArray( positions, ( count + 0 ) * 3 );
					vector2.toArray( positions, ( count + 1 ) * 3 );
					vector4.toArray( positions, ( count + 2 ) * 3 );

					vector2.toArray( positions, ( count + 3 ) * 3 );
					vector3.toArray( positions, ( count + 4 ) * 3 );
					vector4.toArray( positions, ( count + 5 ) * 3 );

					// normals

					vector1.copy( vertex1 );
					vector1.applyMatrix4( matrix2 );
					vector1.normalize();

					vector2.copy( vertex2 );
					vector2.applyMatrix4( matrix2 );
					vector2.normalize();

					vector3.copy( vertex2 );
					vector3.applyMatrix4( matrix1 );
					vector3.normalize();

					vector4.copy( vertex1 );
					vector4.applyMatrix4( matrix1 );
					vector4.normalize();

					vector1.toArray( normals, ( count + 0 ) * 3 );
					vector2.toArray( normals, ( count + 1 ) * 3 );
					vector4.toArray( normals, ( count + 2 ) * 3 );

					vector2.toArray( normals, ( count + 3 ) * 3 );
					vector3.toArray( normals, ( count + 4 ) * 3 );
					vector4.toArray( normals, ( count + 5 ) * 3 );

					// colors

					color.toArray( colors, ( count + 0 ) * 3 );
					color.toArray( colors, ( count + 1 ) * 3 );
					color.toArray( colors, ( count + 2 ) * 3 );

					color.toArray( colors, ( count + 3 ) * 3 );
					color.toArray( colors, ( count + 4 ) * 3 );
					color.toArray( colors, ( count + 5 ) * 3 );

					count += 6;

				}

				geometry.drawRange.count = count;

			}

			function updateGeometry( start, end ) {

				if ( start === end ) return;

				var offset = start * 3;
				var count = ( end - start ) * 3;

				var geometry = line.geometry;
				var attributes = geometry.attributes;

				attributes.position.updateRange.offset = offset;
				attributes.position.updateRange.count = count;
				attributes.position.needsUpdate = true;

				attributes.normal.updateRange.offset = offset;
				attributes.normal.updateRange.count = count;
				attributes.normal.needsUpdate = true;

				attributes.color.updateRange.offset = offset;
				attributes.color.updateRange.count = count;
				attributes.color.needsUpdate = true;

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				effect.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				effect.requestAnimationFrame( animate );
				render();

			}

			function handleController( controller ) {

				controller.update();

				var pivot = controller.getObjectByName( 'pivot' );

				if ( pivot ) {

					pivot.material.color.copy( controller.getColor() );

					var matrix = pivot.matrixWorld;

					var point1 = controller.userData.points[ 0 ];
					var point2 = controller.userData.points[ 1 ];

					var matrix1 = controller.userData.matrices[ 0 ];
					var matrix2 = controller.userData.matrices[ 1 ];

					point1.setFromMatrixPosition( matrix );
					matrix1.lookAt( point2, point1, up );

					if ( controller.getButtonState( 'trigger' ) ) {

						stroke( controller, point1, point2, matrix1, matrix2 );

					}

					point2.copy( point1 );
					matrix2.copy( matrix1 );

				}

			}

			function render() {

				controls.update();

				var count = line.geometry.drawRange.count;

				handleController( controller1 );
				handleController( controller2 );

				updateGeometry( count, line.geometry.drawRange.count );

				effect.render( scene, camera );

			}

		</script>
	</body>
</html>
